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e13eb625d3
Changes compared to old (Ogre) water: - Uses depth-texture readback to handle the underwater fog in the water shader, instead of handling it in the object shader - Different clipping mechanism (glClipPlane instead of a skewed viewing frustum) - Fixed bug where the reflection camera would look strange when the viewer was very close to the water surface - Toned down light scattering, made the waterColor a bit darker at night - Fixed flipped water normals and strange resulting logic in the shader Still to do: see comments... |
9 years ago | |
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CMakeLists.txt | 9 years ago | |
water_fragment.glsl | 9 years ago | |
water_nm.png | 9 years ago | |
water_vertex.glsl | 9 years ago |